I propose an increase in the head prop limit per gender in FiveM. The latest game build introduced 19 new heads, reducing the addon head capacity significantly. Currently, we face the need to remove over 10 addon heads due to this limitation.
The existing limit of 255 prop heads per gender seems insufficient with these new additions. An increase in this limit is crucial to avoid the issue of disappearing heads, a problem many servers are already encountering.
Thank you for considering this adjustment to enhance the game experience.
Sadly, R* most likely wonât increase their limit until itâs needed for Online (like they did in b2612).
I remember there being a discussion about increasing the limit through fivem, and how itâs more complicated than it looks, but I canât find it on the forums so it might have been in a chat.
Anyway, as the github post suggest, you might want to start replacing existing props, if youâre not satisfied with the addon limit.
Yes, youâre correct that the limitation is with GTA V itself, not FiveM. Since FiveM is now owned by Rockstar, they might consider your request to increase the limits, especially if it aligns with their interests. This could potentially lead to an update in GTA V too, enhancing the game experience.
As the GitHub post suggests, a practical workaround for now would be to start replacing existing props if you find the addon limit to be restrictive. This could be a temporary solution until thereâs an official update addressing these limitations.
You might want to just convert them to be non prop clothing. Generally if you know want youâre doing, making hats decals or another category wonât cause any issues.
Can anyone provide a resource with enough âaddonâ ped props to reach and exceed the limit so that I could assess how difficult it will be to âbypassâ this limit?
Iâve included a test resource with a stream folder that contains 101 identical helmets. Additionally, Iâve created a folder named stream_100heads, which contains only 100 helmets.
Upon surpassing the game limit, the observed behavior is that all addon helmets become invisible, along with some, but not all, base game helmets.
Notably, in the 101 helmets version, there is one fewer base game helmet that becomes invisible. This suggests that adding addon helmets might progressively restore some of the previously invisible helmets.
I have also included two test commands (client.lua file) just to update the helmet : /headyes : set the current helmet to id 31 which is visible /headno : set the current helmet to id 32 which is invisible
The test was done in b2802.
Thank you very much for taking time to investigate this problem.
Iâve found the potential reason behind this behavior. I assume this limit wasnât initially intended in the game, but due to some compiler optimizations, it led to what we have in the final game. Iâm currently trying to understand what regressions this change could cause, but overall it looks good.
There are various game limitations, but the nature of these limitations isnât necessarily the same. Each case should be reviewed separately, based on the dependent game system(s). Some might be easy to fix, while others might be tricky. I would really appreciate it if you could create a separate topic (or find an existing one) and upload a reproduction resource that I could use to test the mentioned limitations.
I donât know if there are more limits anywhere in the code, but I expect it to be at least 65535. 32-bit integers are limited to 4294967295, but I believe itâs not a good idea to stream that many ped props
Thereâs still a limit for the number of CPedVariationInfo meta (.ymt) files to be streamed. So I assume this is going to be the closest limit to hit.